shotgun fleas

siphonaptera makes shotgun fire fleas
colony 37% -> 50% more stuff in sporangium
foam bullets have a +7% slow effect
  about +7% damage for some foam tech
laser diode 33% -> 40% less energy cost
free-electron laser 200% -> 225% damage

extra clicks in experiment and unified field theory pause now switches molecular fab types

bug fixes
  mob stun graphics is more consistent and less like mob invincibility
This commit is contained in:
landgreen
2022-07-17 07:26:16 -07:00
parent b8ab19d213
commit b7adeb0617
8 changed files with 121 additions and 149 deletions

View File

@@ -3040,17 +3040,14 @@ const b = {
lockedOn: null,
delay: 50,
cd: simulation.cycle + 10,
dmg: 0,
dmg: radius * (tech.isMutualism ? 2.5 : 1),
setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
this.dmg = radius * (tech.isMutualism ? 2.5 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
},
beforeDmg(who) {
// this.endCycle = 0
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
this.endCycle -= 180
this.cd = simulation.cycle + this.delay;
// this.collisionFilter.mask = cat.map
if (tech.isSporeFreeze) mobs.statusSlow(who, 90)
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
setTimeout(() => {
@@ -3075,29 +3072,8 @@ const b = {
},
gravity: 0.002 + 0.002 * tech.isSporeFollow,
do() {
// if (true && this.lockedOn && this.cd < simulation.cycle) { //blink towards mobs
// //needs it's own cooldown variables
// // this.cd = simulation.cycle + this.delay;
// const sub = Vector.sub(this.lockedOn.position, this.position);
// const distMag = Vector.magnitude(sub);
// if (distMag < 500) {
// const unit = Vector.normalise(sub)
// Matter.Body.setVelocity(this, Vector.mult(unit, Math.max(20, this.speed * 1.5)));
// ctx.beginPath();
// ctx.moveTo(this.position.x, this.position.y);
// Matter.Body.translate(this, Vector.mult(unit, Math.min(350, distMag - this.lockedOn.radius + 10)));
// ctx.lineTo(this.position.x, this.position.y);
// ctx.lineWidth = radius * 2;
// ctx.strokeStyle = "rgba(0,0,0,0.5)";
// ctx.stroke();
// }
// }
this.force.y += this.gravity * this.mass
if (this.cd < simulation.cycle && (Matter.Query.collides(this, map).length || Matter.Query.collides(this, body).length)) { //if on the ground and not on jump cooldown //
// this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield
this.cd = simulation.cycle + this.delay;
this.lockedOn = null; //find a target
let closeDist = Infinity;
@@ -3160,7 +3136,6 @@ const b = {
drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
const me = bullet.length;
const THRUST = 0.0015
// const FRICTION = tech.isFastDrones ? 0.008 : 0.0005
const dir = m.angle + 0.4 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random())
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
@@ -3170,7 +3145,6 @@ const b = {
frictionAir: 0,
restitution: 1,
density: 0.0005, // 0.001 is normal density
//total 0.24 + 0.3 average
dmg: 0.34 + 0.12 * tech.isDroneTeleport + 0.15 * tech.isDroneFastLook, //damage done in addition to the damage from momentum
lookFrequency: (tech.isDroneFastLook ? 20 : 70) + Math.floor(17 * Math.random()),
endCycle: simulation.cycle + Math.floor((950 + 400 * Math.random()) * tech.isBulletsLastLonger * tech.droneCycleReduction) + 5 * RADIUS + Math.max(0, 150 - bullet.length),
@@ -3749,7 +3723,7 @@ const b = {
inertia: Infinity,
frictionAir: 0.003,
dmg: 0, //damage on impact
damage: tech.foamDamage * (tech.isFastFoam ? 2.5 : 1) * (tech.isBulletTeleport ? 1.47 : 1), //damage done over time
damage: tech.foamDamage * (tech.isFastFoam ? 2.8 : 1) * (tech.isBulletTeleport ? 1.53 : 1), //damage done over time
scale: 1 - 0.006 / tech.isBulletsLastLonger * (tech.isFastFoam ? 1.65 : 1),
classType: "bullet",
collisionFilter: {
@@ -3816,9 +3790,9 @@ const b = {
Matter.Body.setPosition(this, Vector.add(Vector.add(rotate, this.target.velocity), this.target.position))
}
if (this.target.isBoss) {
if (this.target.speed > 8) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98))
if (this.target.speed > 7.5) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.98))
} else {
if (this.target.speed > 4) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95))
if (this.target.speed > 3.5) Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.95))
}
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9);
@@ -5606,10 +5580,18 @@ const b = {
}, dmg)
}
}
} else if (tech.isSporeFlea) {
const where = { x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) }
const number = 4 * (tech.isShotgunReversed ? 1.6 : 1)
for (let i = 0; i < number; i++) {
const angle = m.angle + 0.2 * (Math.random() - 0.5)
const speed = (input.down ? 33 : 20) * (1 + 0.1 * Math.random())
b.flea(where, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
}
} else if (tech.isSporeWorm) {
const where = { x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) }
const spread = (input.down ? 0.02 : 0.07)
const number = 3 * (tech.isShotgunReversed ? 1.6 : 1) + Math.random()
const number = 4 * (tech.isShotgunReversed ? 1.6 : 1)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
b.worm(where)
@@ -6349,7 +6331,7 @@ const b = {
bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 3 * tech.isSporeZooid
bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 4 * tech.isSporeColony
bullet[me].stuck = function() {};
bullet[me].beforeDmg = function() {};
bullet[me].do = function() {
@@ -6481,7 +6463,7 @@ const b = {
]
for (len = this.totalSpores; count < len; count++) {
if (tech.isSporeZooid && Math.random() < 0.5) {
if (tech.isSporeColony && Math.random() < 0.5) {
things[Math.floor(Math.random() * things.length)]()
} else if (tech.isSporeFlea) {
things[2]()

View File

@@ -358,7 +358,27 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
document.getElementById("field-" + m.fieldMode).classList.remove("build-field-selected");
m.setField(index)
who.classList.add("build-field-selected");
} else if (m.fieldMode === 4) {
const i = 4 //update experiment text
simulation.molecularMode++
if (simulation.molecularMode > i - 1) simulation.molecularMode = 0
m.fieldUpgrades[i].description = m.fieldUpgrades[i].setDescription()
document.getElementById(`field-${i}`).innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${build.nameLink(m.fieldUpgrades[i].name)}</div> ${m.fieldUpgrades[i].description}`
}
// if (m.fieldMode === 4 && simulation.molecularMode < 3) {
// simulation.molecularMode++
// m.fieldUpgrades[4].description = m.fieldUpgrades[4].setDescription()
// } else {
// m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
// if (m.fieldMode === 4) {
// simulation.molecularMode = 0
// m.fieldUpgrades[4].description = m.fieldUpgrades[4].setDescription()
// }
// }
} else if (type === "tech") {
if (tech.tech[index].count < tech.tech[index].maxCount) {
// if (!tech.tech[index].isLore && !tech.tech[index].isNonRefundable && !who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
@@ -920,7 +940,16 @@ window.addEventListener("keydown", function(event) {
if (tech.isPauseSwitchField || simulation.testing) {
document.getElementById("pause-field").addEventListener("click", () => {
const energy = m.energy
if (m.fieldMode === 4 && simulation.molecularMode < 3) {
simulation.molecularMode++
m.fieldUpgrades[4].description = m.fieldUpgrades[4].setDescription()
} else {
m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
if (m.fieldMode === 4) {
simulation.molecularMode = 0
m.fieldUpgrades[4].description = m.fieldUpgrades[4].setDescription()
}
}
m.energy = energy
document.getElementById("pause-field").innerHTML = `<div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[m.fieldMode].name}</div> ${m.fieldUpgrades[m.fieldMode].description}`
});
@@ -1125,18 +1154,18 @@ document.body.addEventListener("mousemove", (e) => {
document.body.addEventListener("mouseup", (e) => {
// input.fire = false;
// console.log(e)
if (e.which === 3) {
input.field = false;
} else {
if (e.button === 0) {
input.fire = false;
} else if (e.button === 2) {
input.field = false;
}
});
document.body.addEventListener("mousedown", (e) => {
if (e.which === 3) {
input.field = true;
} else {
if (e.button === 0) {
input.fire = true;
} else if (e.button === 2) {
input.field = true;
}
});

View File

@@ -24,9 +24,9 @@ const level = {
// powerUps.research.changeRerolls(100)
// tech.tech[297].frequency = 100
// b.guns[0].ammo = 10000
// m.setField("molecular assembler") //molecular assembler time dilation
// b.giveGuns("spores")
// tech.giveTech("K-selection")
// m.setField("perfect diamagnetism") //molecular assembler time dilation perfect diamagnetism
// b.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// tech.giveTech("siphonaptera")
// tech.giveTech("fleas")
// tech.giveTech("colony")
// tech.giveTech("mycelium manufacturing")
@@ -36,7 +36,8 @@ const level = {
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// spawn.starter(1900, -500, 200)
// for (let i = 0; i < 10; ++i) spawn.hopBullet(1900, -500)
// spawn.powerUpBossBaby(1900, -500)
// for (let i = 0; i < 10; ++i) spawn.grower(1900, -500)
// level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");

View File

@@ -172,7 +172,6 @@ const mobs = {
ctx.lineTo(who.vertices[j].x, who.vertices[j].y);
}
ctx.lineTo(who.vertices[0].x, who.vertices[0].y);
ctx.stroke();
ctx.fill();
},
endEffect() {

View File

@@ -2020,8 +2020,11 @@ const m = {
},
{
name: "molecular assembler",
description: `excess <strong class='color-f'>energy</strong> used to build <strong>${simulation.molecularMode === 0 ? "spores" : simulation.molecularMode === 1 ? "missiles" : simulation.molecularMode === 2 ? "ice IX" : "drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second`,
description: `excess <strong class='color-f'>energy</strong> used to build ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second`,
// simulation.molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones
setDescription() {
return `excess <strong class='color-f'>energy</strong> used to build ${simulation.molecularMode === 0 ? "<strong class='color-p' style='letter-spacing: 2px;'>spores" : simulation.molecularMode === 1 ? "<strong>missiles" : simulation.molecularMode === 2 ? "<strong class='color-s'>ice IX" : "<strong>drones"}</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br>generate <strong>12</strong> <strong class='color-f'>energy</strong> per second`
},
effect: () => {
m.fieldMeterColor = "#ff0"
m.eyeFillColor = m.fieldMeterColor

View File

@@ -191,7 +191,7 @@ const simulation = {
accelScale: null, //set in levels.setDifficulty
CDScale: null, //set in levels.setDifficulty
isNoPowerUps: false,
molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones
molecularMode: Math.floor(4 * Math.random()), //0 spores, 1 missile, 2 ice IX, 3 drones //randomize molecular assembler field type
// dropFPS(cap = 40, time = 15) {
// simulation.fpsCap = cap
// simulation.fpsInterval = 1000 / simulation.fpsCap;
@@ -577,7 +577,6 @@ const simulation = {
},
firstRun: true,
splashReturn() {
document.getElementById("previous-seed").innerHTML = `previous seed: <span style="font-size:80%;">${Math.initialSeed}</span><br>`
document.getElementById("seed").value = Math.initialSeed = Math.seed //randomize initial seed
@@ -1425,15 +1424,16 @@ const simulation = {
const dx = Math.max(25, round(simulation.mouseInGame.x) - x)
const dy = Math.max(25, round(simulation.mouseInGame.y) - y)
if (e.which === 2) {
if (e.button === 2) {
if (level.isProcedural) {
simulation.outputMapString(`spawn.randomMob(x+${x}, y+${y}, 0);`);
} else {
simulation.outputMapString(`spawn.randomMob(${x}, ${y}, 0);`);
}
} else if (e.button === 4) {
simulation.outputMapString(`${Math.floor(simulation.constructMouseDownPosition.x)}, ${Math.floor(simulation.constructMouseDownPosition.y)}`);
} else if (simulation.mouseInGame.x > simulation.constructMouseDownPosition.x && simulation.mouseInGame.y > simulation.constructMouseDownPosition.y) { //make sure that the width and height are positive
if (e.which === 1) { //add map
if (e.button === 1) { //add map
if (level.isProcedural) {
simulation.outputMapString(`spawn.mapRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {
@@ -1449,7 +1449,7 @@ const simulation = {
Composite.add(engine.world, map[len]); //add to world
simulation.draw.setPaths() //update map graphics
} else if (e.which === 3) { //add body
} else if (e.button === 3) { //add body
if (level.isProcedural) {
simulation.outputMapString(`spawn.bodyRect(x+${x}, y+${y}, ${dx}, ${dy});`);
} else {

View File

@@ -221,7 +221,7 @@ const tech = {
}
},
hasExplosiveDamageCheck() {
return tech.haveGunCheck("missiles") || simulation.molecularMode === 1 || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
return tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
},
damageFromTech() {
let dmg = 1 //m.fieldDamage
@@ -884,7 +884,6 @@ const tech = {
name: "anti-shear topology",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Topology' class="link">anti-shear topology</a>`,
description: "<strong>+30%</strong> projectile <strong>duration</strong>", //<br><em style = 'font-size: 83%'>drone spore worm flea missile foam wave neutron ice</em>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 1,
@@ -3087,26 +3086,11 @@ const tech = {
},
remove() {
tech.isDeterminism = false;
// if (this.count > 0) {
// for (let i = 0; i < 5; i++) {
// const numberRemoved = tech.removeTech()
// console.log(numberRemoved)
// if (numberRemoved === 0) { //if the player didn't remove a power up then remove 1 tech for the map
// for (let j = powerUp.length - 1; j > -1; j--) {
// if (powerUp[j].name === "tech") {
// Matter.Composite.remove(engine.world, powerUp[j]);
// powerUp.splice(j, 1);
// break;
// }
// }
// }
// }
// }
}
},
{
name: "superdeterminism",
description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>you have <strong>no cancel</strong> and ${powerUps.orb.research(1)}, no longer <strong>spawn</strong>`,
description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>you have <strong>no cancel</strong> and ${powerUps.orb.research(1)} no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 4,
@@ -3124,10 +3108,6 @@ const tech = {
},
remove() {
tech.isSuperDeterminism = false;
// tech.isSuperDeterminism = false;
// if (this.count) {
// for (let i = 0; i < 5; i++) tech.removeTech()
// }
}
},
{
@@ -3156,22 +3136,6 @@ const tech = {
}
}
},
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 3
// }
// },
// remove() {
// // powerUps.research.changeRerolls(-6)
// // if (this.count > 1) {
// // for (let i = 0, len = tech.tech.length; i < len; i++) {
// // if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 3
// // }
// // }
{
name: "paradigm shift",
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>16%</strong> chance to fail`,
@@ -3211,10 +3175,7 @@ const tech = {
},
{
name: "technical debt", // overengineering
// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned(${4 - 0.1 * tech.totalCount})`,
// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong>, but reduce <strong class='color-d'>damage</strong><br>by <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned`,
descriptionFunction() {
// return `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>15%</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(4 - 0.14 * tech.totalCount))-100}%)</em>`
return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) ))-100}%)</em>`
},
maxCount: 1,
@@ -3777,7 +3738,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.nailRecoil) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm)) && !tech.isRivets && !tech.isIncendiary && !tech.isIceCrystals && !tech.isIceShot
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.nailRecoil) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isRivets && !tech.isIncendiary && !tech.isIceCrystals && !tech.isIceShot
},
requires: "nail gun, shotgun, not ice crystal, rivets, rotary cannon, or pneumatic, incendiary, nail-shot, rivets, foam-shot, worm-shot, ice-shot",
effect() {
@@ -3816,7 +3777,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm)) && !tech.isNeedles && !tech.isIceCrystals && !tech.isIceShot
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isNeedles && !tech.isIceCrystals && !tech.isIceShot
},
requires: "nail gun, shotgun, not ice crystal, needles, or pneumatic actuator",
effect() {
@@ -4140,7 +4101,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isNeedles
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, needles",
effect() {
@@ -4160,7 +4121,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isSporeWorm && !tech.isNeedles
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, needle",
effect() {
@@ -4180,7 +4141,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isNeedles
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, nail-shot, rivet, foam-shot, worm-shot",
effect() {
@@ -4199,7 +4160,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || simulation.molecularMode === 2 || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
},
requires: "a freeze effect",
effect() {
@@ -4218,7 +4179,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || simulation.molecularMode === 2 || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
},
requires: "a freeze effect",
effect() {
@@ -4237,7 +4198,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isIceCrystals || tech.isSporeFreeze || simulation.molecularMode === 2 || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
},
requires: "a localized freeze effect, no other mob death tech",
effect() {
@@ -4256,7 +4217,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return simulation.molecularMode === 2 || tech.relayIce || tech.isNeedleIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot
return (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot
},
requires: "ice IX",
effect() {
@@ -4275,7 +4236,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || simulation.molecularMode === 2 || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
},
requires: "a localized freeze effect",
effect() {
@@ -4294,7 +4255,7 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
},
requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane",
effect() {
@@ -4577,7 +4538,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || simulation.molecularMode === 1 || tech.missileBotCount
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount
},
requires: "missiles",
effect() {
@@ -4596,9 +4557,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("missiles") || simulation.molecularMode === 1) && tech.isMissileBig
return (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1)) && tech.isMissileBig
},
requires: "missiles, cruse missile",
requires: "missiles, cruise missile",
effect() {
tech.isMissileBiggest = true
},
@@ -4683,7 +4644,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || simulation.molecularMode === 1 || tech.isBoomBotUpgrade || tech.isTokamak)
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation",
effect: () => {
@@ -4702,7 +4663,7 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && ((tech.haveGunCheck("harpoon") && !tech.isFoamBall) || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || simulation.molecularMode === 1 || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
return !tech.isExplodeRadio && ((tech.haveGunCheck("harpoon") && !tech.isFoamBall) || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
},
requires: "grenades, missiles, rivets, harpoon, or mass driver, not iridium-192, not polyurethane foam",
effect() {
@@ -4798,7 +4759,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || simulation.molecularMode === 1 || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect: () => {
@@ -4841,7 +4802,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades") || simulation.molecularMode === 1
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades")
},
requires: "missiles, grenades",
effect() {
@@ -5154,7 +5115,7 @@ const tech = {
},
{
name: "colony",
description: "<strong>+38%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>38%</strong> chance to discharge something different",
description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>40%</strong> chance to discharge something different",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Colony_(biology)' class="link">colony</a>`,
isGunTech: true,
maxCount: 1,
@@ -5166,10 +5127,10 @@ const tech = {
},
requires: "spores",
effect() {
tech.isSporeZooid = true
tech.isSporeColony = true
},
remove() {
tech.isSporeZooid = false
tech.isSporeColony = false
}
},
{
@@ -5182,7 +5143,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || simulation.molecularMode === 0 || tech.isSporeWorm || tech.isSporeFlea
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores",
effect() {
@@ -5202,7 +5163,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || simulation.molecularMode === 0 || tech.isSporeWorm || tech.isSporeFlea
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores",
effect() {
@@ -5222,7 +5183,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || simulation.molecularMode === 0) && !tech.isEnergyHealth || tech.isSporeWorm || tech.isSporeFlea
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0)) && !tech.isEnergyHealth || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores, not mass-energy",
effect() {
@@ -5234,14 +5195,14 @@ const tech = {
},
{
name: "siphonaptera",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>
description: "<strong>shotgun</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || simulation.molecularMode === 0) && !tech.isSporeWorm
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeWorm
},
requires: "spores, not worms",
effect() {
@@ -5261,7 +5222,7 @@ const tech = {
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || simulation.molecularMode === 0 || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeFlea
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeFlea
},
requires: "spores, not fleas",
effect() {
@@ -5582,7 +5543,7 @@ const tech = {
},
{
name: "uncertainty principle",
description: "<strong>foam</strong> and <strong>wave</strong> positions are erratic<br><strong>+47%</strong> <strong>foam</strong> and <strong>wave</strong> <strong class='color-d'>damage</strong>",
description: "<strong>foam</strong> and <strong>wave</strong> positions are erratic<br><strong>+53%</strong> <strong>foam</strong> and <strong>wave</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5620,7 +5581,7 @@ const tech = {
},
{
name: "aerogel",
description: "<strong>50%</strong> <strong>foam</strong> duration and <strong>foam</strong> bubbles <strong>float</strong><br><strong>+150%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
description: "<strong>50%</strong> <strong>foam</strong> duration and <strong>foam</strong> bubbles <strong>float</strong><br><strong>+180%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5641,7 +5602,7 @@ const tech = {
},
{
name: "surface tension",
description: "<strong>+41%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
description: "<strong>+43%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -5652,7 +5613,7 @@ const tech = {
},
requires: "foam",
effect() {
tech.foamDamage += 0.011 * 0.41
tech.foamDamage += 0.011 * 0.43
},
remove() {
tech.foamDamage = 0.011;
@@ -6048,7 +6009,7 @@ const tech = {
},
{
name: "laser diode",
description: "<strong>+33%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency",
description: "<strong>+40%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6059,7 +6020,7 @@ const tech = {
},
requires: "laser, not free-electron",
effect() {
tech.isLaserDiode = 0.66; //100%-37%
tech.isLaserDiode = 0.6; //100%-40%
tech.laserColor = "rgb(0, 11, 255)"
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
},
@@ -6071,7 +6032,7 @@ const tech = {
},
{
name: "free-electron laser",
description: "<strong>+200%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> <br><strong>250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency",
description: "<strong>+225%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> <br><strong>250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6083,7 +6044,7 @@ const tech = {
requires: "laser, not pulse, diodes",
effect() {
tech.laserFieldDrain = 0.0063 //base is 0.002
tech.laserDamage = 0.48; //base is 0.16
tech.laserDamage = 0.52; //base is 0.16, 0.16 * (1 + 2.25)
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
@@ -7348,7 +7309,7 @@ const tech = {
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 3)
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 6)
},
requires: "wormhole, time dilation, negative mass, pilot wave",
effect() {
@@ -10388,5 +10349,5 @@ const tech = {
isMicroTransactions: null,
isLaserLens: null,
laserCrit: null,
isSporeZooid: null,
isSporeColony: null,
}

View File

@@ -1,24 +1,31 @@
******************************************************** NEXT PATCH **************************************************
molecular fabricator defaults to random type on game load
spores, missile, ice IX, drones
renamed fleas -> siphonaptera
siphonaptera makes shotgun fire fleas
colony 37% -> 50% more stuff in sporangium
foam bullets have a +7% slow effect
about +7% damage for some foam tech
laser diode 33% -> 40% less energy cost
free-electron laser 200% -> 225% damage
extra clicks in experiment and unified field theory pause now switches molecular fab types
bug fixes
mob stun graphics is more consistent and less like mob invincibility
*********************************************************** TODO *****************************************************
tech ______ effect that last until you get hit
field or bots can check your health every cycle and see if it lower
if it's high update the health check value
effect:
+damage until getting hit for cloaking field
fleas
add very short (2 cycle) delay after each landing -> hop
zero velocity while on short delay? try it?
flea tech:
add a delay to flea jumping also +dmg
improve mob invincible graphic
opacity oscillates from 100% to 0%?
make different from stun
make plasma ball power up and block pick up still work when you have no no energy
make a unique CD var for plasma ball?
@@ -37,7 +44,7 @@ testChamber2
for cube
button that activates a laser beam that hits a target and opens a door
in order to enter the door you need to place the cube on the button to activate the laser
cube has to fly through a portal in oder to get to the button
cube has to fly through a portal in order to get to the button
you can't use your body
story:
you pick up the cube early on and have to get it to a button
@@ -55,16 +62,6 @@ testChamber2
mitosis: after needle,bullets or rivets hit a surface split off into two smaller less damaging versions that have their velocity reset -firerate
tech: florescence
Hitting a mob makes it emit lasers from its vertices
all laser but pulse?
should trigger a global cd so it can't occur more then once per cycle
tech spawn bots that last until you get hit
bots can check you health every cycle and see if it lower
it it's high update the health check value
JUNK?
after killing a mob go invulnerable for 1 second
critical hit with laser, harpoon, nails, needle, rivet